<!DOCTYPE html>
<html lang="en">
<head>
	<title>three.js webgl - multiple canvases - circle</title>
	<meta charset="utf-8">
	<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
	<style type="text/css" media="screen">
		body {
			background-color: #555;
			color: white;
			font-family:Monospace;
			font-size:13px;
			text-align:center;
			margin: 0px;
			overflow: hidden;
			width: 100%;
			height: 100%;
		}

		#container {
			width: 100%;
			height: 700px;
			-webkit-perspective: 800px;
			-webkit-perspective-origin: 50% 225px;
			-moz-perspective: 800px;
			-moz-perspective-origin: 50% 225px;
			perspective: 800px;
			perspective-origin: 50% 225px;
		}
		#stage {
			width: 100%;
			height: 100%;
			-webkit-transform-style: preserve-3d;
			-moz-transform-style: preserve-3d;
			transform-style: preserve-3d;
		}

		#shape {
			position: relative;
			top: 160px;
			margin: 0 auto;
			height: 200px;
			width: 200px;
			-webkit-transform: translateZ(-0px);
			-webkit-transform-style: preserve-3d;
			-moz-transform: translateZ(-0px);
			-moz-transform-style: preserve-3d;
			transform: translateZ(-0px);
			transform-style: preserve-3d;
		}

		.ring {
			position: absolute;
			height: 300px;
			width: 200px;
			text-align: center;
			font-family: Times, serif;
			font-size: 124pt;
			color: black;
			background-color: #fff;
		}

		#shape {
			border: 0px;
			background-color: rgba(255, 255, 255, 0);
		}

		.ring > .r1 {
			-webkit-transform: rotateY(300deg) translateZ(-380px);
			-moz-transform: rotateY(300deg) translateZ(-380px);
			transform: rotateY(300deg) translateZ(-380px);
		}

		.ring > .r2 {
			-webkit-transform: rotateY(330deg) translateZ(-380px);
			-moz-transform: rotateY(330deg) translateZ(-380px);
			transform: rotateY(330deg) translateZ(-380px);
		}

		.ring > .r3 {
			-webkit-transform: rotateY(0deg) translateZ(-380px);
			-moz-transform: rotateY(0deg) translateZ(-380px);
			transform: rotateY(0deg) translateZ(-380px);
		}

		.ring > .r4 {
			-webkit-transform: rotateY(30deg) translateZ(-380px);
			-moz-transform: rotateY(30deg) translateZ(-380px);
			transform: rotateY(30deg) translateZ(-380px);
		}

		.ring > .r5 {
			-webkit-transform: rotateY(60deg) translateZ(-380px);
			-moz-transform: rotateY(60deg) translateZ(-380px);
			transform: rotateY(60deg) translateZ(-380px);
		}

		#info {
				position: absolute;
				top: 0px; width: 100%;
				padding: 5px;
		}

		#help {
				position: absolute;
				top: 50px; width: 100%;
				text-align: center;
		}
		#help>div {
				margin: auto;
				padding: 1em;
				background-color: rgba(0,0,0,0.3);
				width: 50%;
		}

	</style>
</head>
<body>

	<div id="container">
		<div id="stage">
			<div id="shape" class="ring backfaces">
				<div id="container1" class="ring r1"></div>
				<div id="container2" class="ring r2"></div>
				<div id="container3" class="ring r3"></div>
				<div id="container4" class="ring r4"></div>
				<div id="container5" class="ring r5"></div>
			</div>
		</div>
	</div>

	<div id="info"><a href="http://threejs.org" target="_blank">three.js</a> webgl - multiple canvases - circle</div>
	<div id="help" gstyle="display: none">
		<div>
		This example is shows how to setup multi-monitor displays like <a href="http://code.google.com/p/liquid-galaxy/">Google's Liquid Galaxy using three.js</a>.
		Here 5 monitors are simulated using 3d css. WebGL is then rendered onto each one.<br/>
		Note: 3d css support required! Use Chrome, Safari or Firefox 10
		</div>
	</div>

		<script type="text/javascript" src="../build/three.js"></script>

		<script type="text/javascript" src="js/Detector.js"></script>

		<script type="text/javascript">

			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();

			var apps = [];

			init();
			animate();

			function init() {

				function degToRad( d ) {

					return d * Math.PI / 180;

				}

				var rot = degToRad( 30 );

				var fudge = 0.45; // I don't know why this is needed :-(

				apps.push( new App( 'container1', rot * -2 * fudge ) );
				apps.push( new App( 'container2', rot * -1 * fudge ) );
				apps.push( new App( 'container3', rot *	0 * fudge ) );
				apps.push( new App( 'container4', rot *	1 * fudge ) );
				apps.push( new App( 'container5', rot *	2 * fudge ) );

			}

			function animate() {

				for ( var i = 0; i < apps.length; ++ i ) {

					apps[ i ].animate();

				}

				requestAnimationFrame( animate );

			}

			function App( containerId, rotateY ) {

				var container;

				var virtualCamera, camera, scene, renderer;

				var mesh1, light;

				var mouseX = 0, mouseY = 0;
				var cameraZ = 1800;

				var windowHalfX = window.innerWidth / 2;
				var windowHalfY = window.innerHeight / 2;

				init();

				function init() {

					container = document.getElementById( containerId );

					camera = new THREE.PerspectiveCamera( 20, container.clientWidth / container.clientHeight, 1, 20000 );
					camera.rotation.y = rotateY;

					// Think of the virtual camera as a post with 5 cameras on it (even though those cameras happen to live in difference scenes)
					// You need to move the post (ie, the virtualCamera) to move all 5 cameras together.

					virtualCamera = new THREE.Camera();
					virtualCamera.add( camera );
					virtualCamera.position.z = cameraZ;

					scene = new THREE.Scene();

					scene.add( virtualCamera );

					light = new THREE.DirectionalLight( 0xffffff );
					light.position.set( 0, 0, 1 ).normalize();
					scene.add( light );

					var noof_balls = 51;

					// shadow

					var canvas = document.createElement( 'canvas' );
					canvas.width = 128;
					canvas.height = 128;

					var context = canvas.getContext( '2d' );
					var gradient = context.createRadialGradient( canvas.width / 2, canvas.height / 2, 0, canvas.width / 2, canvas.height / 2, canvas.width / 2 );
					gradient.addColorStop( 0.1, 'rgba(210,210,210,1)' );
					gradient.addColorStop( 1, 'rgba(255,255,255,1)' );

					context.fillStyle = gradient;
					context.fillRect( 0, 0, canvas.width, canvas.height );

					var shadowTexture = new THREE.CanvasTexture( canvas );

					var shadowMaterial = new THREE.MeshBasicMaterial( { map: shadowTexture } );
					var shadowGeo = new THREE.PlaneBufferGeometry( 300, 300, 1, 1 );

					for ( var i = 0; i < noof_balls; i ++ ) { // create shadows

						var mesh = new THREE.Mesh( shadowGeo, shadowMaterial );
						mesh.position.x = - ( noof_balls - 1 ) / 2 *400 + i * 400;
						mesh.position.y = - 250;
						mesh.rotation.x = - Math.PI / 2;
						scene.add( mesh );

					}

					var faceIndices = [ 'a', 'b', 'c' ];

					var color, f1, p, vertexIndex,

					radius = 200,
					geometry1 = new THREE.IcosahedronGeometry( radius, 1 );

					for ( var i = 0; i < geometry1.faces.length; i ++ ) {

						f1 = geometry1.faces[ i ];

						for( var j = 0; j < 3; j ++ ) {

							vertexIndex = f1[ faceIndices[ j ] ];

							p = geometry1.vertices[ vertexIndex ];

							color = new THREE.Color( 0xffffff );
							color.setHSL( ( p.y / radius + 1 ) / 2, 1.0, 0.5 );

							f1.vertexColors[ j ] = color;

							color = new THREE.Color( 0xffffff );
							color.setHSL( 0.0, ( p.y / radius + 1 ) / 2, 0.5 );

						}

					}


					var materials = [

						new THREE.MeshPhongMaterial( { color: 0xffffff, shading: THREE.FlatShading, vertexColors: THREE.VertexColors, shininess: 0 } ),
						new THREE.MeshBasicMaterial( { color: 0x000000, shading: THREE.FlatShading, wireframe: true } )

					];

					for ( var i = 0; i < noof_balls; i ++ ) { // create balls

						var mesh = THREE.SceneUtils.createMultiMaterialObject( geometry1, materials );

						mesh.position.x = - ( noof_balls - 1 ) / 2 *400 + i *400;
						mesh.rotation.x = i * 0.5;
						scene.add( mesh );

					}

					renderer = new THREE.WebGLRenderer( { antialias: true } );
					renderer.setClearColor( 0xffffff );
					renderer.setPixelRatio( window.devicePixelRatio );
					renderer.setSize( container.clientWidth, container.clientHeight );
					container.appendChild( renderer.domElement );

					document.addEventListener( 'mousemove', onDocumentMouseMove, false );

				}

				function onDocumentMouseMove ( event ) {

					mouseX = ( event.clientX - windowHalfX );
					mouseY = ( event.clientY - windowHalfY );

				}

				this.animate = function() {

					render();

				};

				function render() {

					virtualCamera.position.x = -mouseX * 4;
					virtualCamera.position.y = -mouseY * 4;
					virtualCamera.position.z = cameraZ;

					virtualCamera.lookAt( scene.position );

					renderer.render( scene, camera );

				}

			}

		</script>
</body>
</html>
